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MLB 2K12 Developer Diary #1 - Gameplay (Part 1)

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Old 02-16-2012, 04:32 PM   #33
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Re: MLB 2K12 Developer Diary #1 - Gameplay (Part 1)

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Originally Posted by jmik58
I'm slightly intrigued by the improved impact of timing. However, the success is heavily dependent on what the programmers' concept of good timing is on each pitch location. Timing varies with the vertical and horizontal position of the ball as it enters the strikezone. A "late" swing (in comparison to a pitch down the middle) is actually "good" timing on an outside pitch. Did the programmers encorporate this? Because if not, we're going to be scratching our heads when we have to use the same swing timing for all pitch locations.
Great post, first time I've ever heard anyone on these forums wonder about that and ask that specific question about timed hitting.
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Old 02-16-2012, 05:42 PM   #34
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Re: MLB 2K12 Developer Diary #1 - Gameplay (Part 1)

I'm really happy that they concentrating on gameplay and not gimmicks like some games. Glad too hear that u can get ejected if u keep hitting batters. As long as they concentrate on what was wrong and buggy with MLB2k11, and improve on that, I'll be happy with MLB2K12.
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Old 02-16-2012, 06:52 PM   #35
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are you able to turn off all that crap on the left side of the screen? That's a complete eyesore.
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Old 02-16-2012, 07:29 PM   #36
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Re: MLB 2K12 Developer Diary #1 - Gameplay (Part 1)

The pitching changes are intriguing. It sounds like a way to make users pitch smarter, and also give them an idea of how confidence in your pitches should work.

The only thing that worried me was this:

Quote:
For example, if C.J. Wilson gives up a HR to Jay Bruce off his fastball, Wilson’s fastball will drop 5 points against all batters. However, the next time Bruce is up, the fastball will actually be rated 15 points lower than the original rating. This creates a different strategy and experience against each batter depending on who is having success at the plate that day and who isn’t. Singles, doubles, triples, and home runs will lower a pitcher’s ratings (by a different amount for each one) while strike outs will increase a pitcher’s rating.
15 points for giving up a HR? As we all know, sometimes batters will hit bad pitches out of the park, based on a variety of factors. To me, that's a pretty steep decline in rating for giving up a HR.

I'm OK with the hitting mechanics being the same. I just hope check-swings work properly this year.
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Old 02-16-2012, 07:33 PM   #37
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Re: MLB 2K12 Developer Diary #1 - Gameplay (Part 1)

this was a good read, bring on the demo
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Old 02-16-2012, 09:34 PM   #38
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Re: MLB 2K12 Developer Diary #1 - Gameplay (Part 1)

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I'm OK with the hitting mechanics being the same. I just hope check-swings work properly this year.
yeah i hope they do
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Old 02-16-2012, 09:55 PM   #39
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Re: MLB 2K12 Developer Diary #1 - Gameplay (Part 1)

Quote:
Originally Posted by DJ
The pitching changes are intriguing. It sounds like a way to make users pitch smarter, and also give them an idea of how confidence in your pitches should work.

The only thing that worried me was this:



15 points for giving up a HR? As we all know, sometimes batters will hit bad pitches out of the park, based on a variety of factors. To me, that's a pretty steep decline in rating for giving up a HR.

I'm OK with the hitting mechanics being the same. I just hope check-swings work properly this year.
I agree. You make a great pitch and the guy gets lucky and puts a good swing on the pitch, you tip your hat and get back to business as usual. No damage done. It is not uncommon at all to see great hitters crush pitches that are out of the strike zone over the fence.

A pitcher knows when he makes a mistake and knows when a hitter got lucky. Ratings should take a hit for the first and not the latter. Now, if you are a pitcher and you make several great pitches that get hit, then you start to lose some confidence, but one hitter hitting one good pitch won't shake even the shakiest of pitchers.

The pitch ratings, IMO, should be impacted by execution. If you can't locate and execute your pitch, that is when you start to get rattled. You give up an 0-2 hit on a hanging curve ball and that can be demoralizing. You throw back to back fastballs down the middle that are intended to be off the plate and that is when you start too feel that pressure. It's more about what you are doing (or not doing) than what the hitter does.

One good hit shouldn't have much of an impact at all, but two, three or four straight hits and as a pitcher, you get rattled. You start to think that you can't get anyone out.

On a similar note. the same thing goes for giving hitters bonus power on mistake pitches. Mistakes should get hit hard when they result in hittable pitches, not just simply because a pitcher missed his spot. If a pitcher is trying to come inside on a hitter and over throws the pitch and hits the outside corner, that pitch, to the hitter, is no different than if the pitcher was aiming out there. The hitter doesn't know what the pitchers intent was and shouldn't get a bonus like he did.

If a pitcher hangs a curve ball, the bonus to the hitter is he has a very hittable pitch to hit. He still has to sit back, time the pitch and execute a solid swing to hit that ball. A bad swing should still result in poor contact.
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Old 02-17-2012, 12:41 AM   #40
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Re: MLB 2K12 Developer Diary #1 - Gameplay (Part 1)

Im not hating, but that whole thing on pitching is common sense, why it wasnt implemented earlier with more emphasis is beyond me.
Im not nor have I ever been a pitcher in real life and its pretty obvious if you like baseball you know good pitching involves mixing it up often using all your pitches and in what situations you should be throwing certain pitches.

That being said, 2k pitching has been pretty good in the past im just curious as to why its apparently now being implemented and not since say... in 2k5
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